Furmeshes have different performance when used on static objects or
dynamic objects, and so they can be used both for rendering long hairs
(having complex animations, based on bullet physics) and for rendering
furs, on bigger surfaces, but having just simple animations or being
static.

Due to the high volume of geometry, furmeshes don't support any kind of
shadows.

Furmesh objects always have to be created through a factory. So, first
you create the actual furmesh factory and then you create one or more
instances from that factory. Furmesh factories can be created from
furmesh types or from map files.

Creating a Furmesh in a Map

Here is an example of how to create a furmesh for Krystal model in a
map file:

However, this only sets the properties for a furmesh. Creating the
actual geometry can be done only programmatically, because other
interfaces, for the furmesh animation and for the furmesh material
have to be specify first.

Creating a Furmesh Programmatically

Here we create the actual furmesh programmatically, after setting the
furmesh properties: